Been rolling this crazy idea in my head for months about doing a magical girl game using pathfinder. Mostly over how to make the scene fit right, while working over my knowledge of the genre and mashing different anime's together to get the ideal mix of insane awesome magical girl fighting action. So I am going to be pulling inspiration from 4 source magical girl shows:

-Sailormoon.-Tokyo Mew Mew-Kampfer-Puella Magi Madoka Magica

The Ha-ah! moment came when I realized that, in order to make the magical girls actually powerful without having to "make" them powerful, is by creating a urban fantasy world where the regular folk do not have magic. That way, the scene has a more emotional impact when they are jumping from building to build, shooting lasers and smiting the bad guys minions over and over. My second moment of brilliance was to make a magical girl class of sorts:

-3 players, all girls. I may allow one guy or so to play the villain and so on. Maybe another guy to play a Tuxedo Mask. -d8 hit die. -10 Class Skills, chosen by each individual from the overall list. -Average BAB. -Bad/Good/Good base save progression. -Only Prof. in magical weapon of choice. -Light armor only. -Level 6 starting. -25 point buy.

I'm stealing the idea of magical girls from Madoka and Tokyo Mew Mew and splicing it together. In Mew Mew, the girls gain animalistic characteristics on top of their magical attacks and so forth. Which is all fine and good, but in that anime, the girls only have one special nuke attack, and that would be boring here. Madoka is an improvement since they actually have weapons that is part of the magical girl set up. It also leads to variability in builds, since you can go bow or spear or musket or sword easily.

Also, each magical girl gets the same spellcasting power of a level equivalent sorcerer, but can choose between either arcane or divine magic, taking from the cleric spell list or the wizards. You know spells without needing to pray or write them down in a book. In addition, the spells known table for sorcerer, for our case, is multiplied 3 times over. So you know 3 third level spells and 6 second level spells, and so forth. The spells per day is the same, with int affecting the arcane side and wisdom affecting the divine magicks. To make the spellcasting as lewd as possible, when one of you wants to heal someone or give them a buff spell, you have to kiss him/her. Doesn't have to be on the mouth to transfer the touch spell, but if you do go mouth to mouth, cure spells get empowered, and buff spells get the extend metamagic for free.

In addition, I am stealing the monk's ki pool idea and changing it into Star Power. The number of SP you get is 2+(cha*5). These are swift action abilities that you can do that gives you various superhuman powers without needing to dabble in spellcasting, as each one costs one SP per use.

- Make one additional attack at her highest attack bonus when making a full round attack.- Increase her speed by 20 feet for 1 round.- Give herself a +4 dodge bonus to AC for 1 round. (Immediate Action)- +30 to Acrobatics for 1 round.- 1d6+1/2 caster level eye lasers. 30 foot range. (Standard Action)- Gain a improved combat maneuver feat for 1 round.- +30 to Climb for one round.- Increase weapon damage die by one tier for 1 round.- +1 to all saves for one SP, and so on with a linear scaling. (Immediate Action).- +2 to spell penetration for 1 round.- Spell Recall. Spend Star Power to the spell level of your last used spell, to cast it again without expending the limit. So, if you cast fireball, you can spend 3 SP next round to cast it again without using up a spell per day slot.

I do think that is enough options for the three main girls to build their own magical girl set up that is different from the others. With a 25 point buy, you can only really get good with two options: combat, magic, or SP.

The basic plot, is that all three of you are orphans and the same age, more or less. Make up your own back stories for this, and how each one of you has a stuffed animal for her childhood. One day, that stuffed animal starts talking to you and moving about by its own accord, and unlocks your magical girl potential, just in time to deal with a city wide crisis and so forth. You'll all be separate from each other in the start, as I'll organically allow the story for all three of you meet up or not. After one or two public appearances, it will be hard for the others to not notice that there are other magical girls in the city.

I can't believe I'm actually considering this, but this actually looks retardly fun.. if I get to be a villian... I'd like to throw my name in the hat for the spot... if you still want a male villian..

I can't believe I'm actually considering this, but this actually looks retardly fun.. if I get to be a villian... I'd like to throw my name in the hat for the spot... if you still want a male villian..

I've done my own share of GMing and DMing.. so feel free to just whip up whatever you feel appropriate, and I'll rock npc all day.

Why NPC? You would be tooling around in the same city as the magical girls. In those anime's, you never see what the villains are doing in between fights. This is a perfect area of gray plot that you can fill in with dungeon play or setting up rude goldberg devices or other evil schemes for money and pussy.

Your entire existence doesn't have to revolve around the magical girls. If you wanted you can avoid them entirely while concocting elaborate means of capturing one of them for later loving.

Oh i intend to... I just simply meant that I would not be running with the same setup as the power girls. Generally, NPC's have a lower ability potential that a player character class, and so are at a disadvantage. I've actually used a few NPC classes in D&D in lieu of a player class, for the fun of an increased difficulty. It makes it sweeter when the heroes are twisting in the throws of my genius traps and hazards when I am the one fighting the uphill battle.

and as you said... its not exactly three on one.. its three against whatever I've got up my sleeve+

In addition, I am stealing the monk's ki pool idea and changing it into Villain Power. The number of VP you get is 2+(cha*4). These are swift action abilities that you can do that gives you various superhuman powers without needing to dabble in spellcasting, as each one costs one VP per use.

- Make one additional attack at his highest attack bonus when making a full round attack.- Increase his speed by 20 feet for 1 round.- Give himself a +4 dodge bonus to AC for 1 round. (Immediate Action)- +30 to Acrobatics for 1 round.- 1d6+1/2 caster level eye lasers. 30 foot range. (Standard Action)- Gain a improved combat maneuver feat for 1 round.- +30 to Climb for one round.- Increase weapon damage die by one tier for 1 round.- +1 to all saves for one VP, and so on with a linear scaling. (Immediate Action).- +2 to spell penetration for 1 round.- Summon Minions. Basically it is the same thing as summon monster I, II, III and so forth. You spend 3 VP for summon monster III and so forth with linear scaling. Great for cannon fodder, as take the numerical values of what you can summon and double them. So if you can summon two monsters, you get four instead. Also minions last one minute per level instead of one round per level. - 1/day word of recall. The villain always escapes right before defeat into some portal or teleporting, so there is that. - Mass sleep/amnesia AOE. For two Villain points you can affect commoners around you as high as 24 hit die. Since common folk only have one hit die, you can affect up to 24 normal people with this and go on with your evil plans. Naturally this never works on the magical girls, so it won't here.

Also, each super villain gets the same spellcasting power of a level equivalent sorcerer, but can choose between either arcane or divine magic, taking from the cleric spell list or the wizards. You know spells without needing to pray or write them down in a book. In addition, the spells known table for sorcerer, for our case, is multiplied 3 times over. The spells per day is the same, with int affecting the arcane side and wisdom affecting the divine magicks.

For the villains, in order to regain VP and spells after a long hard day spreading evil, you have to fuck at least one girl one hour a day to regain your lost villain points and spell slots. Which is why having a dungeon will be quite excellent for this endeavor.

Also, each super villain gets the same spellcasting power of a level equivalent sorcerer, but can choose between either arcane or divine magic, taking from the cleric spell list or the wizards. You know spells without needing to pray or write them down in a book. In addition, the spells known table for sorcerer, for our case, is multiplied 3 times over. The spells per day is the same, with int affecting the arcane side and wisdom affecting the divine magicks.

For the villains, in order to regain VP and spells after a long hard day spreading evil, you have to fuck at least one girl one hour a day to regain your lost villain points and spell slots. Which is why having a dungeon will be quite excellent for this endeavor.

How about items? Do we have a panoply or just mundane gear? I can imagine we won't get much more as time goes on...

You get your +1 weapon and +1 magical girl outfit when you transform. You get more then enough shinies with your class to not warrant worrying over magical items. I will on occasion, and for laughs, increase your magical items power as the plot progresses, and maybe throw in random items when it suits my fancy.